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Lulu Build Guide by demonlordraiden

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League of Legends Build Guide Author demonlordraiden

Lulu, the Fae Machinegun (After Months of Revision)

demonlordraiden Last updated on July 10, 2012
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Ability Sequence

1
4
5
7
8
Ability Key Q
3
14
15
17
18
Ability Key W
2
9
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Chapter 1: Introduction

Welcome Summoners and/or Summoners! This is DemonLordRaiden, and after MONTHS of testing this guide (just for you guys) and raising my level simultaneously, I have come up with new ideas. So, I kinda scrapped my old guide. This one is the NEW and IMPROVED guide to playing my very favorite Champion, Lulu in this guide, to END ALL GUIDES, Lulu, the Fae Machinegun (Part Two).

...Oh, you want a reason to use this? Really? You need a reason? Fine. But only because you asked nicely.

Lulu makes a great Attack Speed Champion due to her Passive, Pix, Faerie Companion, further explained below.


Guide Top

Chapter 2: Pros / Cons

Pros

[*] Confusion caused that a "support" is kicking their collective ***.

[*] Heal and Kocck-Up with Wild Growth

[*] High Attack Rate

[*] Hybrid Auto-Attack with Pix, Faerie Companion

[*] Mobility with Whimsy

[*] Shield with Help, Pix!

[*] Slow with Glitterlance

Cons

[*] Difficult to play without practice (i.e. you need to be able to get around quickly and efficiently, or you'll get hit to much)

[*] Mana hungry early game

[*] You will be yelled at one or more times for either "kill stealing" what was yours, or having a stupid build.


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Chapter 3: Skills and Their Sequencing

Lulu's skills are pretty important (especially early game) to your survival, and to that of your allies. I can't begin to fathom how many times a well placed Whimsy has given someone the slight boost they needed to escape a gank, or how often I have to use Help, Pix! on an ally who is in trouble, then follow up with Glitterlance, slowing the pursuers.

Glitterlance> Help, Pix!> Whimsy and then Wild Growth whenever possible.

You may be asking: "Why this order?"

And to that, I say: "BECAUSE!" :)

Pix, Faerie Companion ( Lulu's Passive) is the while reason we're here today. When you fire 1 attack, Pix fires 3, all of which deal Magic Damage. Therefore, your autoattacks will deal both Physical and Magical Damage. Now say we hit approximately 2.4 times per second. That means Pix will hit about 7 times per second. That means a LOT of damage.

Glitterlance ( Lulu's Q) is a great poking Ability, dealing nice damage at a safe range. Also, it SLOWS THE ENEMY. Pretty badass. Also, it can be aimed off of the target of Help, Pix!, meaning you can set Pix onto an ally, and then use Glitterlance off of them. Nice.

Whimsy ( Lulu's W) is both an amazing harassing and buffing Ability. Upon allied use, it increases their Movement Speed by 35%, making it great for escaping or initiating combat. When used on an enemy however, it turns them into a Squirrel (kawaii!) what can do nothing. NOTHING!!! It's amazing, but we don't prioritize it.

Help, Pix! ( Lulu's E) has been talked about already, in short. But upon allied usage, it shields the ally, while upon enemy use, it damages them.

Wild Growth ( Lulu's R) can and WILL, save your life. It hugifies you, increasing health, defense, and most other stats, while also knocking enemies in the air, immobilizing them for a short time. This spell will make the difference between the enemy team Ace'ing you guys, or you turning their gank around on them and Ace'ing them.


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Chapter 4: Summoner Spells

I usually take both Ignite and Flash (in that order, because REAL MEN Flash WITH F!) due to the fact the Ignite can easily ensure more early game kills, while Flash can easily help you escape any bad situation, close gaps, or teleport over walls.

If you don't use Ignite, take:

[*] Heal, but ONLY IF you plan on Solo Laning, and even then.

[*] Exhaust is also a good option, but I feel you don't need more mobility advantages, as both Whimsy and Flash do that very well.

If you don't use Flash, take:

[*] Ghost if you like it more. I use it on Champions like Hecarim or Varus, but not Lulu


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Chapter 5: Runes

For both Glyphs and Marks, we will take Greater Glyph of Attack Speed and Greater Mark of Attack Speed respectively, since your attack speed is kinda your thing.

Greater Seal of Attack Damage is a useful type of Seal due to the increasing of Attack Damage, making your fast hits pack more of a punch.

For Quintessences, we take 1 Greater Quintessence of Movement Speed and 2 Greater Quintessence of Attack Speed. Why? We start out slow, so extra Movement Speed is good, plus the bonus Attack Speed.


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Chapter 6: Masteries

I'm not gonna write out the justification of every mastery, but our primary objective is to allow our AS to be out the roof, and for us to move faster than the enemy.

I mean, with the Attack Speed bonus of Alacrity , the Life Steal of Vampirism , and the Movement Speed of Swiftness , we start off pretty good.

If you take Ignite, make sure to take Summoner's Wrath .


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Chapter 7: Items

I always start with a Dagger and then build into Boots of Speed, going into the Berserker's Greaves.

Next, build 2 Daggers. These will go into your Phantom Dancer. Build Zeal, then Cloak of Agility, and finally finish it off.

Now, go for Vampiric Scepter, as Life Steal is good. Add in a B. F. Sword and then the The Bloodthirster, and we're starting to roll.

Now for the optional items.

If nothing is wrong: Malady, Ionic Spark, and Wit's End.

If the enemy is to Tanky: The Black Cleaver, Madred's Bloodrazor, and then one of the above.

If the enemy hits to hard: Thornmail/ Banshee's Veil, Frozen Heart (if you need it), or Aegis of the Legion (if nobody has it).

If you want some Hybrid power: Hextech Gunblade and Trinity Force.

If you want Hardcore Gankage: Frozen Mallet, Rylai's Crystal Scepter, and Frozen Heart.

Honestly, just know your items and know the situation. For instance, versus a tanky Rammus with a Soraka, you want the Madred's Bloodrazor, but if your getting owned by a Fiora and Tryndamere, go for that Thornmail.

For example, say you are facing a Xin Zhao and a Jax in lane, you probably want a Thornmail, but if you're up against a Malphite and a Volibear, go for Madred's Bloodrazor

Normally though, I have no issues, and stick with the Items listed in the Cheat Sheet. Sometimes I'll replace Ionic Spark (which I love for getting fast kills) with a Thornmail/ Banshee's Veil if need be, but it's pretty common for all to go well...


Guide Top

Chapter 8: Pictures

...as seen here -

(Also a perfect example of the Con that your team would accuse you of stealing their kills and say you aren't a carry when you CARRIED THE TEAM!)

...and here -

(More an example of enlightening people on the power of AD Lulu. Before the game, my team mates had never seen a Lulu be played. Lasting impression, no?)


Guide Top

Chapter 9: Counters

Very few Champions effectively counter you, but listed below are some that do -

Teemp is your worst nightmare. PEriod. His Blinding Dart is just terrible, plus his Noxious Trap and Poison Dart.

Also, any Champion with a dashing ability (i.e. Jax, Renekton, or Xin Zhao) is a large problem...until level 6 and onwards due to Wild Growth and Whimsy.